Hey! Art director from Impeller Studios here, I wanted to share some assets from our game, Starfighter Inc. that recently went live on Kickstarter. https://www.kickstarter.com/projects/impellerstudios/starfighter-inc-0 The game is a heavily narrative and combat based dog-fighting simulator using real science in our real…
Hello, my name is Peyton Thomas. I am an aspiring 3D artist who lives in Austin, Texas. In this post, I will be talking about how I constructed the bridge environment I constructed, and the techniques I used to build it. Star Trek is my favorite franchise, and it’s the reason I wanted to go into 3D art to begin with. It…
You're making good progress so far! :) One thing you should think about, is how this asset is going to be seen ingame. Is it mostly going to be seen upright, when held or mounted onto a wall? In that case, it will really pay to put a clear lighting direction in the texture. In order to get a clear lighting direction, you…
ive not tried any of the tablets but in terms of actual pen displays - I've got a 24" huion thats better in basically every way than the 22" cintiq i was using 6-7 years ago at work (it functions correctly on linux as well) the drivers/software are pretty decent and certainly less intrusive than the older wacom ones
⚒ Spectre Divide - Vehicles ⚒ These are some Vehicles that I made for Spectre Divide while working at Mountaintop Studios. One of the great challenges of the art style was that, being a tactical shooter, we had to make all cover in the game conform to a box shape with straight edges for clear player sight lines. That means…
Yes, stacking UVs, means you end up having less unique UV shells and can scale the remaining ones, so they have more resolution. You could have a couple of variants of an element to avoid repetition. Further variation can be added with some masks on top, either texture or vertex colour. A checker texture can be used to…
I've been playing around with blender for about 2 years now but never realy did anything seriously, just trying out tools and playing around with it. Over the past few weeks ive become more and more intrested to create solid character sculpts. Ive done a few before but never finished one since ive alway run into techincal…
The props look really nice in the individual screenshots. Right now your building textures seem to be suffering from a case of a bit too obvious tiling in certain spots, especially the roof and brick pattern on the wall with the graffiti on it. Either increase the texture size to double the variation with more brick…
Hi everyone Ive started trying to sculpt some detail using Zbrush 4r6 and at the moment Im really struggling. My main problems are getting the likeness in the face and exaggerating the muscle forms without carving a bunch of random lines with the dam standard brush. Mesh details at the moment are: 3 sub divisions with at…
I'll also suggest checking out the wiki, either multi texturing and/or trim sheets: https://polycount.com/discussion/174377/witcher-3-blood-and-wine-architectural-material/p1 https://polycount.com/discussion/210492/tutorial-trim-textures-for-environment-art-and-props